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Worked on improving Cyber Tank graphics, thanks to the re-dump that was done recently … current main blocker is the non-tile based sprite emulation, it’s pretty complex with its odd decoding and zooming. Zooming looks like to be a single 8-bit port, i.e. it doesn’t seem to have indiviudual zoomx/zoomy factors.

EmuCR:Kale WIP - Cyber Tank
EmuCR:Kale WIP - Cyber TankNow I need to understand how the road emulation works, the color “banking” / scrolling for the tilemaps, why some sprites gets stuck on screen / why some sprites are offset and inputs.

Source:mamedev.emulab.it/kale/



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